System and method of measuring physical activity to progress in game

ABSTRACT

A computerized system and method for measuring physical activity to advance play in a game. In example embodiments, a cell phone generates a screen display and the game is played through the mobile device. The measurement of physical activity progresses the player through the game by progressing the player through “game days,” by permitting the player to travel from a current location to another location on a map of the game, by earning rewards points for the player that may be utilized in game play, etc. A specified number of steps equates with a game day and a complete game is measured in game days. The device tracks physical activity, related game days, and completion of games. During a game day, a player advances in the game as well as encounters challenges and obstacles and may be prompted to make other decisions related to the game play.

CROSS REFERENCES TO RELATED APPLICATIONS

This application claims priority to U.S. application Ser. No.13/043,110, filed Mar. 8, 2011 and titled SYSTEM AND METHOD OF MEASURINGPHYSICAL ACTIVITY TO PROGRESS IN GAME, now U.S. Pat. No. 8,747,199,issued Jun. 10, 2014 and to U.S. Provisional Patent Application Ser. No.61/311,912, filed Mar. 9, 2010, titled SYSTEM AND METHOD OF MEASURINGPHYSICAL ACTIVITY TO PROGRESS IN GAME, the contents of each of which areincorporated herein by reference.

FIELD OF THE INVENTION

The present invention relates to gaming systems. In particular,exemplary embodiments relate to a system and method of playing a game ona mobile device where the mobile device measures the physical activityof the player and the observed measurement causes the player to progressthrough the game.

BACKGROUND AND SUMMARY OF THE INVENTION

Maintaining a healthy lifestyle is important for numerous reasons.First, it can have a huge impact on the quality of a person's life.People who are healthy tend to be happier, and more successful inday-to-day endeavors. Furthermore, as the life span of individualscontinues to grow, leading a healthy life increases the odds that thelater years of life are enjoyable. Second, maintaining a healthylifestyle can have an impact on the costs of health care. Individualswho are healthy tend to require less medication, less treatment forailments, less hospital time, etc.

Unfortunately, there are many existing factors that encourageindividuals to lead an unhealthy lifestyle. The increasing convenienceof many technologies has caused people to be more sedentary than everbefore. Teens and adults in particular are spending more and more timein front of televisions and computers and less and less time partakingin healthy activities such as physical exercise. In particular, manyindividuals are choosing to spend their time playing video games that donot require much physical movement rather than getting involved insports or games that require the exertion of significant physicalenergy. While some video gaming systems have created fitness programs,these fitness programs do not typically incorporate a game. Furthermore,because most video gaming systems are connected to a television orincorporated into a computer (desktop or laptop) the amount of physicalactivity that can be performed while playing the game is limited.

There is a need in the art for a game that incorporates walking,jogging, running, or other physical activity. In an example embodiment,the game is played on a mobile device (such as a cell phone) where themobile device comprises an accelerometer based pedometer that recordsthe player's step count. The mobile device may record a step countaccording to the player's selection of a location for holding the devicesuch as pocket, bag, hand, arm, or belt. The accuracy of step count mayvary depending on where the player holds the device while walking. Insome embodiments, a screen of the mobile device is used to display avirtual avatar. The virtual avatar may be selected by the game player.Within the game, there may be a map with multiple nodes where the avatarmoves from one node on the map to another according to the step count ofthe player. In an example embodiment, the avatar's speed of travel isdetermined by the player's step count. Thus, in order to move the avatarthrough the game on the mobile device, a player takes numerous stepsthat in turn contribute to improving the player's health.

In an example embodiment, a game of the present invention implements apedometer to measure the number of steps taken by the game's player andutilizes the measurement to progress the player through the game. Thereare a variety of ways the physical activity measurement can be utilizedto progress a player through the game. For example, a game couldcomprise a map and the number of steps measured by the pedometer coulddetermine how quickly the player moves from one point on the map toanother. In another embodiment, a player takes a certain number of stepsto progress from a current position in the game to another position(such as from one node on a map to the next). Some embodiments mayutilize a measurement of the player's physical activity to award pointsto the player in the game. In an example embodiment, a game comprises acertain number of segments and a mobile device being utilized to playthe game records a predefined level of physical activity by the playerin order to move from one segment to the next. For example, a game maycomprise seven “game years” or 2,555 “game days” where each “game day”expires upon the player having taken 500 steps. In this embodiment,completion of the game requires the player to take 1.27 million steps.In embodiments comprising an avatar, a measurement of physical activitymay be utilized to buy accessories for the avatar that can be utilizedby the avatar in game play.

In some embodiments of the game, an objective is to manage a growinggold rush business and build the biggest fortune possible. In theseembodiments, the game comprises a map of a gold rush state, such as theState of California, where the map has various towns, cities, andclaims. By leaving miners at various claims, gold can be mined and thentaken to banks for safe-keeping. During game play, the player mayencounter special characters and items that assist the player inaccomplishing game objectives. A game may additionally comprise virtualvillains that interfere with or attempt to impede a player's gameprogress. In example embodiments where mining for gold is a gameobjective, a player utilized a cellular phone comprising a pedometerthat measures the number of steps taken by the player. In exampleembodiments, the screen of the cell phone is utilized to generate ascreen display and the game is thus played through the mobile device.The measurement of physical activity is utilized to progress the playerthrough the game by progressing the player through “game days,” bypermitting the player to travel from a current location to anotherlocation on a map of the game, by earning rewards points for the playerthat may be utilized in game play, etc. There are many ways the physicalactivity of a player can be utilized to progress a player through agame.

BRIEF DESCRIPTION OF THE DRAWINGS

A better understanding of the disclosed embodiments will be obtainedfrom a reading of the following detailed description and theaccompanying drawings wherein identical reference characters refer toidentical parts and in which:

FIG. 1 shows an exemplary embodiment of a map that may be utilized in anexemplary embodiment of the game of the present invention;

FIG. 2 shows an exemplary embodiment of a mobile device being utilizedto play an exemplary embodiment of the game of the present invention;

FIG. 3 shows an exemplary embodiment of a mobile device being utilizedto play an exemplary embodiment of the game of the present invention;

FIG. 4 shows an exemplary embodiment of a mobile device being utilizedto play an exemplary embodiment of the game of the present invention;

FIG. 5 shows an exemplary embodiment of a mobile device being utilizedto adjust player settings for an exemplary embodiment of the game of thepresent invention;

FIG. 6 shows an exemplary embodiment of a mobile device being utilizedto display player statistics for an exemplary embodiment of the game ofthe present invention; and

FIG. 7 shows an exemplary embodiment of a mobile device being utilizedto display player statistics for an exemplary embodiment of the game ofthe present invention where exemplary special characters are shownhighlighted.

DETAILED DESCRIPTION

Referring to FIG. 1, in one exemplary embodiment, a game of the presentinvention measures and records the physical activity of a player toprogress the player through a game comprising a map where the map hasmultiple locations that are accessed based on the physical activityexerted by the player where the physical activity is measured by apedometer. In an example embodiment, the device that measures thephysical activity of the player is part of a mobile device (such as acell phone) that can be utilized to generate a game display. In oneexemplary embodiment, the map is of the State of California and has avintage appearance. Other exemplary embodiments do not necessarilycomprise a map but may comprise a game board, virtual world, virtualobstacle course, etc. that is utilized in game play.

In embodiments comprising a map of the State of California, the objectof the game may be to manage a growing gold rush business and build thebiggest fortune possible (“California gold rush embodiments”). Inexample embodiments, a player meets the objectives of the game byperforming physical activity and entering commands into a mobile devicethat can be used to generate a game display. In some embodiments, thedevice that records physical activity measurements is the same devicethat generates a game display and receives commands from a player.Receiving a command from a player could be receiving a command as to theplayer's next move in the game, to save the game progress, to perform acertain action with an avatar, to utilize earned wealth to make avirtual purchase of an accessory that could be utilized in game play,etc.

Referring again to FIG. 1, in certain exemplary embodiments, a gamedisplay comprises an image of a map of California circa 1848-1855. Themap may comprise numerous gold mine locations that are identified acrossthe map. Claims may exist as nodes on the map where directions to andfrom the claim may be found. Directions may incorporate a requiredamount of physical activity that the player exerts to arrive at theclaim from his or her current location on the map. A map may furthercomprise cities, towns, and other points of interest. In someembodiments, a player is penalized for failing to perform physicalactivity based on his or her location on the game's map. For example, aportion of the map of California could include a desert. If the playeraccesses that portion of the map, he or she may have to perform acertain amount of physical activity in a predefined amount of time inorder to make it out of the desert and continue playing the game.

In one exemplary embodiment comprising a map of California where theobject of the game is to manage a growing gold rush business and buildthe biggest fortune possible, a player starts with a predeterminedamount of virtual money, a number of miners, and a means oftransportation. The player may have, for example, $500 virtual dollars,five miners, and a mule. In some embodiments, each player of the game isstarted at the same spot on a virtual map while in other embodiments thelocation on a map where game play starts is variable. In someembodiments, a player may be able to inform the game how much physicalactivity he or she wishes to exert and that determines his or herstarting position on a map. Once the game has started, physical activitymeasurements progress the player through the game. In some embodimentsphysical activity measurements can be manually entered by a playerthrough a data entry means of a device generating a game display, butpreferably the physical activity is measured by an electronic devicesuch as a pedometer that either transfers the physical activity data toa portable device generating a game display or that is a part of thedevice. In California gold rush embodiments, players may be able tolocate possible cites on a map that they wish to purchase and survey orbuy a claim out. By exerting physical activity, players may be able totake miners and equipment to purchased mines and leave them in place toearn gold. In example embodiments, a player does not know how much goldis at various mines until he or she has left miners there to mine. Aplayer may be able to purchase multiple mines and leave miners at eachone. If a player runs out of miners, he or she may be able to acquiremore through physical activity or through gold they have acquiredthrough mining. A player may utilize a mule to transport equipment andsupplies to miners as well as to transport gold from mines to cities onthe map that have banks so that the gold may be safely kept. The abilityto complete these actions is contingent on the player performingphysical activity. In some embodiments, the object of the game is not tomanage a growing gold rush business and build the biggest fortunepossible. There are many game objectives that could be implemented by agame of the present invention.

In California gold rush embodiments, a player may be vulnerable tovarious threats such as being burgled by bandits and claim jumpers thatsteal mines and/or mule trains. Protection against threats may bepurchased as the game progresses. For example, a player may be able topurchase a guard with earned wealth. In another embodiment, the morephysical activity that is recorded, the less vulnerable the player is togame threats. Players may be able to sell active mines for money toprospectors to finance further exploration. In some embodiments, thegame involves multiple players. In these embodiments, a player may sellhis property to another player or may attempt to acquire anotherplayer's property. A game may comprise “special characters” that arerandomly located throughout the game where the characters give theplayer special tips, maps, or other upgrades that assist the player inplaying the game when they are located.

A map of a game of the present invention may comprise distinct locationssuch as towns and cities. Towns and cities may have predefinedamenities. In a California gold rush embodiment for example, cities mayhave banks and clerks to certify claims while towns may have saloons andstables and be the home to experienced miners. It may be an object ofthe game to exert physical activity to travel from one location on a mapto another in a predefined period of time.

In California gold rush embodiments comprising towns, each town maycomprise all or some of the following options: a saloon; mining camps; asupply store; stables; etc. These amenities permit a player to performdifferent activities while playing the game such as going to a saloon tofind gunslingers to use as guards and pick up rumors, go to a miningcamp to find experienced miners to hire or purchase out other claims, goto a supply store to purchase food and mining supplies or to sell gold,go to a stable to purchase mules or horses to transport food, supplies,gold, etc. In an example embodiment, some of these activities arecarried out within the game by a player's avatar. Physical activity bythe player may be required before some of the activities may beperformed. In other embodiments comprising towns, the towns may compriseamenities that are in line with the theme and objective of the game.

In California gold rush embodiments comprising cities, each city maycomprise all or some of the following options: banks (to store gold forbetter prices); a county clerk (to certify ownership or sell claims forfunds); docks (available in San Francisco to hire new miners vs.experienced miners). Again, these amenities may permit a player toperform different activities while playing the game.

In embodiments comprising cities, some cities may have special featuresnot possessed by the others. In these embodiments, players reach thosecities in order to take advantage of the special features as shown inTable 1.

TABLE 1 Features of Cities City Description San Francisco City withability to get new miner labor; no stables Stockton No bank; largestpool of miners Sacramento Clerk Carson City Has larger pool ofgunslingers Chico Special Stables Shasta Northernmost Outpost

This requirement causes the player to exert physical activity that isrecorded by the mobile device on which the game is being played. In someembodiments, the special features of cities may be altered throughoutgame play in order to encourage additional physical activity.

In a California gold rush embodiment, an object of the game may be tomine as much gold as possible. In these embodiments, a player may berequired to go to an empty claim with at least one miner, stake theclaim, and leave at least one miner there to mine then depart the claimto access another claim, visit a city or town, etc. For example, each500 player-steps recorded may trigger a day in the life of the game.Each game day may trigger a random number of ounces per day found byeach miner at a claim. In some embodiments, physical activity isadditionally required to travel between locations on a map of the game.Thus, physical activity can be required for multiple purposes by a gameof the present invention. Claims may be designed to have set amounts ofgold and density.

Table 2 shows an exemplary embodiment of parameters of how gold may bemined in a game of the present invention where gold mining is a gameobjective.

TABLE 2 Finding Gold First, go to an empty claim with at least one minerand stake the claim and leave at least one miner in its spot, then leaveclaim alone. For every 500 overall steps you take (~¼ mile for theaverage person), you will trigger a day in the life of the game. Eachgame day triggers a random number of ounces per day found by each minerat the claim. Claims can have 1-12 miners per claim. Those ounces appearon your map at the claim spot. Claims are designed to have set amountsof gold and density creating a rating of 1-X in terms of productivity.Claims that are more productive are more likely to be jumped.

When mining gold is an objective of a game of the present invention, agame may utilize certain parameters for maintaining gold that has beenfound. For example, gold may be stored at claims until it is pack muledout, claims with an excessive amount of gold on hand may be subject tobeing jumped repeatedly, claims with too little gold per miner may bedeserted, and once gold is on mules, the player may be required to guidethe mules back to a town and/or city to sell or deposit the gold in abank.

Additional gold maintenance parameters may be implemented in a game ofthe present invention when mining gold is a game objective. For example,once gold is in the bank, it may be part of a player's score and cannotbe taken away. Additional, claims may diminish over time and resourcesreallocated. In games of the present invention where mining for gold isnot an objective, different game parameters may be implemented.

When mining gold is an objective of a game of the present invention, andwhen a player has successfully mined gold at a claim, the claim may besusceptible to being jumped. Table 3 shows an exemplary embodiment ofclaim jumping parameters that may be utilized by a game of the presentinvention. In example embodiments, the probability of a claim beingjumped depends on the amount of gold being held at the claim and thenumber of guards a player has positioned at the claim. Sometimes a claimmay be jumped by another player (the “jumping player”) and if certainactions have not been taken to protect the claim, the jumping player mayobtain control over the claim.

TABLE 3 Claim Jumping Rules Claims are potentially jumped when gold onhand >XXX If a claim is jumped and is not certified with the clerk, itmay become property of someone else if not restaked in XXXXX steps. If aclaim is jumped and you posted guards, you will lose 0-50% of the guardsbut no gold. Once guards are <50% of your total miners, you will lose0-X miners as well. Once guards <2, your claim is completely jumpable.If a claim is jumped and is certified with the clerk, you only lose goldbut not the claim itself.

When mining gold is an objective of a game of the present invention, thegame may comprise different types of mines. As shown in Table 4 sometypes of mines that may be utilized include:

TABLE 4 Types of Mines Type Description Placer Shallow mines nearsurface. Easy to mine, close to towns, but less productive because ofcompetition. Takes panning trays, horses, or mules. Shallow “Pay Dirt”near surface. Further away from towns, more productive in general. Takesshovels, horses, or mules. Deep “Pay Dirt” over 20 feet beneath surface.More productive in general but takes pick axes. Must be pack muled.

It may be impossible for a player to determine what type of mine is atissue until he has positioned miners there to begin work.

A game of the present invention may comprise means of transportationthat assist a player in navigating through the game. These means oftransportation are used by a player's avatar. An exemplary embodimentmay comprise mules and horses as means of transportation. Mules andhorses may be purchased at stables in towns and be brought to a claim bythe player. Once at a claim, they may be loaded up and transported backto town or cities. In game play, horses move slower than mules but carrymore gold (because mules have more endurance). For example, horses maymove 1000 steps a day while mules move 2000 steps a day.

In certain exemplary embodiments, a player of a game earns points basedon his or her physical activity that is recorded. For example, everystep taken by a player and recorded may result in the player beingawarded a point. In other embodiments, a player may be awarded a pointfor having taken a specified number of steps. There are many ways aplayer may be rewarded points based on his or her physical activity.Once a player has earned points in a game by participating in physicalactivity, the player may be able to utilize those points within thegame. For example, points may equate to virtual currency that may beutilized to make purchases within the game. In some embodiments, thereare various levels to be reached by earning points where reaching alevel results in the player being rewarded somehow in game play. Table 5shows an exemplary embodiment of how physical activity can by utilizedto earn points in an exemplary embodiment of the game of the presentinvention and an exemplary embodiment of how those points may be used.

TABLE 5 Hoof Points Every step creates a hoof point in the game. You canbank hoof points with extended walks without playing the game. Someparts of the day or week give you extra hoof points. Once a horse ormule is at a mine and loaded with gold, you can send it through the mapby expended hoof points. Hoof points mean you don't have to walk 1:1 forevery part of the game. Hoof points create another incentive to walkwithout the burden of playing in full interactive mode.

A game of the present invention may comprise special features such asspecial characters and rumors. Special historical figures may exist onthe map at certain times. When the player finds them, he or she mayreceive special upgrades or information that may be used to increasepoint yields. The historical figures may include location of a mythicalpickaxe, plans for a stamp mill, or special mules that can be purchase.Rumors may relate to areas of the map that have upgraded finds, bandits,or miners that are willing to sell for a discount. There are numeroustypes of special features other than special characters and rumors thatmay be implemented in embodiments of a game of the present invention.

A game of the present invention may further comprise special items.Special items may be virtual possessions that enhance a player's abilityto play a game of the present invention. In an embodiment where mininggold is an objective of the game, special items may include: golden pick(mythical item that triples production for the mine using it); stampmill (special apparatus that can increase production); mammoth jack (bigmule that can carry more gold); TNT (dynamite to upgrade deep mineproductivity); and scout (to watch for bandits).

An objective of a game of the present invention is to encourage physicalactivity by requiring physical activity to be exerted to progress ingame play. A level of activity is measured (e.g., using a pedometer) andtransferred to a player's profile or account at a computerized device.The player's activity level is used to play the game and cause theplayer to progress in the game. In embodiments comprising a map where anobjective is to travel between various locations on the map, a playermay be required to walk the distance between map nodes. This distancemay be scaled in numerous ways. Furthermore, the game may require thatresources be moved, some nodes may not reveal contents until the playerarrives at the node or an adjacent node, and an outlaw may be active ina node for a specified number of game days.

A game of the present invention may incorporate virtual villains thatinterfere with or attempt to impede a player's ability to progress in agame of the present invention. In embodiments where gold mining is anobjective, virtual villains may comprise outlaws and claim jumpers.Outlaws may exist on “road” nodes that are neither mines nor places.They may remain on a road for a specified period of time such as oneweek of game days (3500 steps). Claim jumpers may exist randomly atmines that have too much gold or at productive mines with few guards,miners, or certified claims. Outlaws and claim jumpers may be thwartedby guards.

In an exemplary embodiment where mining for gold is an objective, thegame may comprise mule-trains. In a particular exemplary embodiment,mule-trains may be used by a player to move gold and supplies throughoutthe game. Moving a mule-train may or may not require the exertion ofphysical activity by the player. A player may have a traveling partythat is left behind by a player at spots on a map. Mule-trains may bealone or with guards but in both cases may be moved by the player withhoof points. Mules with gold may be moved by hoof points.

A game of the present invention may comprise special characters. In oneembodiment, special characters are able to provide a player's avatarwith special skills that may be utilized in game play. Table 6 shows anexample of special characters that may be utilized in a game wheremining for gold is an objective and an example of how the specialcharacters may assist a player in game play.

TABLE 6 Special Characters Character Description Scout When present withplayer, helps player avoid outlaws. Doctor When present with player, canhelp heal sick miners. Gunfighter When present with player, can fightoff outlaws and remove them from map. Surveyor When present with player,can help identify gold left in mine. Engineer Allows play to setupstamping mill.

Referring to FIG. 2, in an example embodiment, a player exerts physicalactivity that is measured by a mobile or other computerized device thatis utilized to play a game where the measurement permits the player toprogress through the game. An example of a mobile device that may beutilized is a cell phone. FIG. 2 shows an exemplary embodiment of amobile device 100 that may be utilized to perform the present inventionwhere said mobile device comprises a screen 110. As shown in FIG. 2 thescreen is utilized to generate a game display where the game displaycomprises a map and various art. A map of a game of the presentinvention may display the distance between locations on the map wherethe distances displayed correlate to a certain amount of physicalactivity that must be exerted and measured in order to travel from onelocation to the other. FIG. 2 shows an exemplary embodiment of howdistances 120 may be incorporated into a map of a game of the presentinvention. In embodiments where gold mining is an objective of gameplay, a game display may comprise gold cached displays indicating howmuch gold has been mined and is being held at a certain location on themap. FIG. 2 shows an exemplary embodiment of how a screen display maycomprise gold cached displays 130.

FIG. 3 shows the exemplary embodiment of FIG. 2 where descriptiveinformation has been removed.

FIG. 4 shows the exemplary embodiment of FIGS. 2 and 3 where thedisplayed distances and gold cached values have been removed from thegame display. In example embodiments, displayed distances and goldcached values can be removed from the game display upon the game'sreceiving a request from the player to remove these features. Theremoval may be temporary until the player instructs the game toreinstate the display of distances and gold cached values.

Referring to FIG. 5, a game of the present invention may require aplayer to provide it with personal or identifying information to createa profile or account. The personal or identifying information requiredmay comprise user name, name, age, height, weight, gender, etc. Personaldata may further comprise a location where a player holds a mobiledevice being utilized to measure physical activity. A player may providea game with personal information by utilizing a data entry means of amobile device utilized in game play. Personal data may be displayed on ascreen of a mobile device once it has been entered by the player. FIG. 6shows an exemplary embodiment of an exemplary mobile device displayingexemplary personal data.

Referring to FIG. 7, in some embodiments, a game may generate a playerstatistics screen for display where the statistics screen shows theplayer's progress in the game. FIG. 7 shows an exemplary embodiment of astatistics screen that may be implemented by a game of the presentinvention.

FIG. 8 shows the exemplary embodiment of FIG. 7 where the specialcharacters that have been accessed by the player during game play(Gunslinger, Surveyor, and Doctor) are highlighted.

Referring to Table 7, by requiring physical activity for a player toprogress in game play, a player may obtain certain health benefits suchas weight loss. Table 7 shows how an exemplary embodiment of the game ofthe present invention could cause a player to lose approximately 18pounds. In an example embodiment, the player's activity level (e.g., 500steps) is converted into game units or points used in advancement orprogression of the game play. In an example embodiment, the game unitsmay be game time (e.g., day) units. In other embodiments, the game unitsmay be game distance units. A player's avatar advances in the game playaccording to the game units earned in connection with the physicalactivity.

TABLE 7 Rough Walking Math 500 Steps = 1 Game Day Game Time = 7 Years(1848-1855) 7 * 365 * 500 = 1.27 Million Steps 1.27 Million Steps/2000638 Miles if game is played to completion (Average steps in a mile) =638 Miles/365 = 1.75 Miles if played every day

If 100 calories are burned for walking one mile, during the total gametime, 63,800 calories are burned which is equivalent to 18 points. Thisamount does not include hoof points earned beyond game time played.

Some exemplary embodiments may comprise more than one map. Differentmaps may have different game objectives while in some embodimentsdifferent maps correlate to the same objectives. For example, a firstmap could be a map of the State of California where an objective is tomine for gold and build the largest possible fortune and a second mapcould be a heavily wooded state where the object is to build a fortunethrough the acquisition of timber. Some games may not have theaccumulation of wealth as an objective. Some maps that may beimplemented in a California gold rush embodiment include maps for theYukon Gold Rush, Georgia Gold Rush, South Dakota Gold Rush, etc.

A computerized pedometer game system and method is described inreference to the appended figures. The description with reference tofigures is made to exemplify the disclosed computerized system andmethod and is not intended to limit the system and method to therepresentations in the figures. From the foregoing description, it canbe understood that there are various ways to construct a pedometer basedgame, advance play, and award points in relation to counted steps whilestill falling within the scope of the present invention. Various playparameters related to settings, characters, and game play may bemodified and fall within the scope of the present invention. As such,while certain embodiments of the present invention are described indetail above, the scope of the invention is not to be considered limitedby such disclosure, and modifications are possible without departingfrom the spirit of the invention as evidenced by the following claims.

1. A computerized method for playing a game comprising a computerizeddevice executing programming instructions for: (a) storing at saidcomputerized device: (i) identifying data for a player; (ii) a pluralityof game commands; and (iii) for each game command, an activity level;(iv) a game time unit corresponding to a specified activity level; (v) agame end time corresponding to a plurality of game time units; and (vi)a game end time counter; (b) receiving at said computerized device anactivity level value for said player related to a physical activityperformed by said player; (c) adding by said computerized device to apoint total said activity level value; (d) receiving from said player aselection of one of said game commands; (e) in response to said gamecommand received from said player: (i) advancing by said computerizeddevice an avatar in said game, wherein the advancement of the avatar isfrom one location of a virtual map to second location; and (ii)decreasing by said computerized device said point total by an activitylevel corresponding to said game command; (iii) if said activity levelvalue equals or exceeds said specified activity level, increasing saidgame end time counter by said game time unit; and (f) repeating steps(b)-(e) until said game end time counter equals or exceeds said game endtime.
 2. The computerized method of claim 1 wherein completion of saidgame comprises completing a plurality of game segments.
 3. Thecomputerized method of claim 2 wherein each of said plurality ofsegments is associated with an activity level.
 4. The computerizedmethod of claim 3 wherein completion of a game segment triggers amodification to an activity level associated with a game command.
 5. Thecomputerized method of claim 1 wherein said activity level value issteps taken by said player.
 6. The computerized method of claim 1wherein said game command is a request to move an avatar for said playerbetween locations in said game.
 7. The computerized method of claim 1wherein said game command is a request to purchase accessories for theavatar for use in the game.
 8. A computerized system for playing a gamecomprising: (1) a physical activity device for measuring physicalactivity of a player, wherein the physical activity device is anaccelerometer; and (2) a game play device for receiving physicalactivity data for said player and presenting to said player gamedisplays, said game play device programmed with instructions to: (a)store at said computerized device: (i) identifying data for a player;(ii) a plurality of game commands; and (iii) for each game command, anactivity level; (iv) a game time unit corresponding to a specifiedactivity level; (v) a game end time corresponding to a plurality of gametime units; and (vi) a game end time counter; (b) receive at saidcomputerized device an activity level value for said player related to aphysical activity performed by said player; (c) add by said computerizeddevice to a point total said activity level value; (d) receive from saidplayer a selection of one of said game commands; (e) in response to saidgame command received from said player: (i) advance by said computerizeddevice an avatar in said game, wherein the advancement of the avatar isfrom one location of a virtual map to second location; and (ii) decreaseby said computerized device said point total by an activity levelcorresponding to said game command received; (iii) if said activitylevel value equals or exceeds said specified activity level, increasingsaid game end time counter by said game time unit; and (f) repeat steps(b)-(e) until said game time end counter equals or exceeds said game endtime.
 9. The computerized system of claim 8 wherein completion of saidgame comprises completing a plurality of game segments.
 10. Thecomputerized system of claim 9 wherein each of said plurality ofsegments is associated with an activity level.
 11. The computerizedsystem of claim 10 wherein completion of a game segment triggers amodification to an activity level associated with a game command. 12.The computerized system of claim 8 wherein said activity level value issteps taken by said player.
 13. The computerized system of claim 8wherein said game command is a request to move an avatar for said playerbetween locations in said game.
 14. The computerized system of claim 8wherein said game command is a request to purchase accessories.
 15. Acomputerized method for playing a game comprising a computerized deviceexecuting programming instructions for: (a) storing at said computerizeddevice: (i) identifying data for a player; (ii) a plurality of gamecommands; and (iii) for each game command, a physical activity level;(iv) a game time unit corresponding to a specified activity level; (v) agame end time corresponding to a plurality of game time units; and (vi)a game end time counter; (b) receiving at said computerized device: (i)physical activity level data for said player; and (ii) game commandselections from said player; (c) in response to receiving at saidcomputerized device said physical activity level data and said gamecommand selections from said player: (i) advancing by said computerizeddevice an avatar in said game according to said game command selections,wherein the advancement of the avatar is from one location of a virtualmap to second location; (ii) if said physical activity level valueequals or exceeds said specified activity level, increasing said gameend time counter by said game time unit; and (iii) ending said game whensaid game end time counter equals or exceeds said game end time.
 16. Thecomputerized method of claim 15 further comprising completing said gamecomprises by completing a plurality of game segments.
 17. Thecomputerized method of claim 16 wherein each of said plurality ofsegments is associated with a physical activity level.
 18. Thecomputerized method of claim 17 wherein completing a game segmenttriggers a modification to a physical activity level associated with agame command.
 19. The computerized method of claim 15 wherein saidphysical activity level value is steps taken by said player.
 20. Thecomputerized method of claim 15 wherein said game command is a requestselected from the group consisting of: moving an avatar for said playerbetween locations in said game and purchasing accessories.